tunepunk's Recent Forum Activity

  • Nice work! feels polished and smooth. Only thing i would wish for would be a little bit more interesting background and units on the battlefield.

  • Probably some... I read one post from one guy saying he was earning around €2000 (i think) euro per month or so from his games.

  • There's a lot of hard work to be done Here's a list of things to do:

    *Contact reviewers - make them notice it. If they like it, there's a chance they will write about it.

    *Contact youtubers - have them try your game, if you're lucky they might make a video about it.

    *Go to events and other gatherings, promote your game.

    *Make a lot of promo/press material. Post it or send it to relevant places.

    *Contact local magazine in your area. Send them a press release, maybe your local newspaper want to talk about a small new studio in town.

    *Make gameplay videos.

    And like A0Nasser said. If you're games are not unique enough they might never get noticed. There's an endless amount of clones so push the things that makes your game unique.

  • That should be possible. The fake 3D effekt on this game is done with parallax layers and the shadow from the character, so this should be doable in C2.

  • If you have any 3D software you can pre-render characters and other things as images / image sequences that you can use in the game.

    The character for my game was made in maya and rendered as a image sequence.

  • Depends how you design your game. Phones are less powerful than computers of course, so if you keep this in mind and optimise your game you can still create games for mobile. Depending on how you structure code/events efficiently you can save a lot of CPU usage.

    The tests in the videos arn't actually fair either. It only demonstrates the performance of physics. Another thing to keep in mind is development time. I personally don't grasp coding at all and is very off-putting to me, but the event system in Construct 2, is really intuitive and flexible so I like it a lot.

  • Great, now i got even more ideas of games i wanna make. I only wish days hade more hours, or I had enough money so i could hire staff to help me finish them... .. *sigh*

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  • Pick by overlapping point? System condition?

  • Nice creative artwork. Will keep my eye on this one.

  • I agree with this. Based on most complaints here the common problem seems to be physics. Almost everyone posting issues is using physics in the game so maybe physic based games are too demanding for low-mid level mobile devices atm.

    I haven't done mobile games in a while. But this is the first game I ever made in C2 and it ran pretty good on most devices then. Exported with cocoon with the old flashing splash screen <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> I have no idea on how it runs now so feel free to try it on an older device.

    https://play.google.com/store/apps/deta ... appz.dropz

    I am testing the new cocoon.io and comparing it to the XDK export right now to see how big of a problem the performance is.

    Please keep me posted on your cocoon.io vs XDK results. Very curious which gives better performance.

    Anyway, it's kind of sad to see they can differ that much, or get even lower performance than playing your game in your stock phone browser. It should work way better in my opinion.

  • The Multiplayer plugin was too hard for me to grasp especially with these kind of issues, so i switched to using Photon cloud for multiplayer instead. Worked a lot better and much more comprehensible, did you try it out?

  • I'm fearing the day when i have to wrap up my game for iOS and Android. Seems more of a hassle than anything... Wish C2 could output a apk straight out of the box.

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tunepunk

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